Detail In Typography


Jost Hochuli - 2005
    Hochuli begins with a consideration of how human beings read, moving on incrementally to considerations of letter, word, and line as well as word-space and line-space. Hochuli concludes by examining whole paragraphs and how they carry meaning. Produced in Switzerland to the highest standards, Detail in Typography embodies critical thinking and articulate design in its own physical form.

About Face 3: The Essentials of Interaction Design


Alan Cooper - 1995
    You'll learn the principles of good product behavior and gain an understanding of Cooper's Goal-Directed Design method, which involves everything from conducting user research to defining your product using personas and scenarios. Ultimately, you'll acquire the knowledge to design the best possible digital products and services.

Typographie =: Typography


Emil Ruder - 1981
    Ruder, one of the great twentieth-century typographers was a pioneer who abandoned the conventional rules of his discipline and replaced them with new rules that satisfied the requirements of his new typography. Now in its sixth printing, this book has a hallowed place on the bookshelves of both students and accomplished designers. Dimension: 83/4 x 11 inches, over 500 examples, English, German & French text.

The Art of Spirited Away


Hayao Miyazaki - 2001
    Features commentary, color stills, sketches, storyboards, and illustrations used to envision the rich fantasy world of the film. Also includes a complete English-language script.

The Art of Boudoir Photography: How to Create Stunning Photographs of Women


Christa Meola - 2012
    This beautifully illustrated guide will not only enhance your understanding of how to bring out the best in every woman, but also sharpen your photography skills in order to capture her successfully. Whether shooting with a pro model, plain-Jane, curvy gal, or soccer mom, Christa gets to know her subject intimately in order to help her look and feel beautiful, sexy, and confident. Christa shares her personal tips and techniques throughout the entire process, creating an amazing experience that produces photographs packed with emotion. She covers every step in creating a successful boudoir shoot, including how to prepare a subject who has never posed before, coaching sensual movement, beautiful lighting setups with minimal equipment, how to flatter every figure, and more. With "Before and After" profiles and "Do and Don't" scenarios throughout, essential lists, practical tips for male photographers, metadata for every shot, as well as post-processing techniques in Adobe Lightroom and Photoshop, this book offers clear and inspiring instruction. The Art of Boudoir Photography is about transformation. It's about cultivating sex appeal and enthusiastic positivity. It's that jolt of confidence and bolt of sexual prowess to tease out of your subject. It's for each woman to recognize her individual beauty, provide an opportunity for her to break through her comfort zone, honor her body, and celebrate femininity. For photographers with varying levels of experience, this book is for you-to appreciate and embrace boudoir photography, enhance your understanding of what it is, what it can do for women, and most importantly, how to have fun with it!

Less and More: The Design Ethos of Dieter Rams


Klaus Klemp - 2011
    His elegantly clear visual language not only defined product design for decades, but also our fundamental understanding of what design is and what it can and should do. Dieter Rams created ten rules of design more than twenty years ago. Sometimes referred to as the ten commandments, they are just as relevant today: Good design is innovative. Good design makes a product useful. Good design is aesthetic. Good design helps a product to be understood. Good design is unobtrusive. Good design is honest. Good design is durable. Good design is consistent to the last detail. Good design is environmentally friendly. Good design is as little design as possible. Less and More elucidates the design philosophy of Dieter Rams. The book contains images of hundreds of Rams's products as well as his sketches and models from Braun stereo systems and electric shavers to the chairs and shelving systems that he created for Vitsoe and his own company sdr+. In addition to the rich visual presentation of his designs, the book contains new texts by international design experts that explain how the work was created, describe its timeless quality, and put it into current context. In this way, the work of Dieter Rams is given a contemporary reevaluation that is especially useful in light of the rediscovery of functionalism and rationalism in today s design. Less and More shows us the possibilities that design opens for both the manufacturer and the consumer as a means of making our lives better through attractive, functional solutions that also save resources. "

The Art of Innovation: Lessons in Creativity from IDEO, America's Leading Design Firm


Tom Kelley - 2001
    At many companies, being first with a concept and first to market are critical just to survive. In The Art of Innovation, Tom Kelley, general manager of the Silicon Valley based design firm IDEO, takes readers behind the scenes of this wildly imaginative and energized company to reveal the strategies and secrets it uses to turn out hit after hit.IDEO doesn't buy into the myth of the lone genius working away in isolation, waiting for great ideas to strike. Kelley believes everyone can be creative, and the goal at his firm is to tap into that wellspring of creativity in order to make innovation a way of life. How does it do that? IDEO fosters an atmosphere conducive to freely expressing ideas, breaking the rules, and freeing people to design their own work environments. IDEO's focus on teamwork generates countless breakthroughs, fueled by the constant give-and-take among people ready to share ideas and reap the benefits of the group process. IDEO has created an intense, quick-turnaround, brainstorm-and-build process dubbed "the Deep Dive."In entertaining anecdotes, Kelley illustrates some of his firm's own successes (and joyful failures), as well as pioneering efforts at other leading companies. The book reveals how teams research and immerse themselves in every possible aspect of a new product or service, examining it from the perspective of clients, consumers, and other critical audiences.Kelley takes the reader through the IDEO problem-solving method:> Carefully observing the behavior or "anthropology" of the people who will be using a product or service> Brainstorming with high-energy sessions focused on tangible results> Quickly prototyping ideas and designs at every step of the way> Cross-pollinating to find solutions from other fields> Taking risks, and failing your way to success> Building a "Greenhouse" for innovationIDEO has won more awards in the last ten years than any other firm of its kind, and a full half-hour Nightline presentation of its creative process received one of the show's highest ratings. The Art of Innovation will provide business leaders with the insights and tools they need to make their companies the leading-edge, top-rated stars of their industries.From the Hardcover edition.

Blue Note: The Album Cover Art


Graham Marsh - 1991
    The album covers collected in this comprehensive volume under the well-known Blue Note record label embody classic design and pioneering typography. Two hundred color photographs of the album sleeves, an informative history of the Blue Note record company, and a portrait of Reid Miles, who designed nearly 500 album covers, capture the integrity of this distinctive record label. Sophisticated jazz connoisseurs and young listeners alike, as well as those with an interest in style and graphic design, will enjoy this exciting book of jazz memorabilia.

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

Rocket Surgery Made Easy: The Do-It-Yourself Guide to Finding and Fixing Usability Problems


Steve Krug - 2009
    But with a typical price tag of $5,000 to $10,000 for a usability consultant to conduct each round of tests, it rarely happens. In this how-to companion to Don't Make Me Think: A Common Sense Approach to Web Usability, Steve Krug spells out an approach to usability testing that anyone can easily apply to their own web site, application, or other product. (As he said in Don't Make Me Think, "It's not rocket surgery".)In this new book, Steve explains how to: -Test any design, from a sketch on a napkin to a fully-functioning web site or application-Keep your focus on finding the most important problems (because no one has the time or resources to fix them all)-Fix the problems that you find, using his "The least you can do" approachBy pairing the process of testing and fixing products down to its essentials (A morning a month, that's all we ask ), Rocket Surgery makes it realistic for teams to test early and often, catching problems while it's still easy to fix them. Rocket Surgery Made Easy adds demonstration videos to the proven mix of clear writing, before-and-after examples, witty illustrations, and practical advice that made Don't Make Me Think so popular.

Burn Your Portfolio: Stuff They Don't Teach You in Design School, But Should


Michael Janda - 2013
    Burn Your Portfolio teaches the real-world practices, professional do's and don'ts, and unwritten rules of business that most designers, photographers, web designers, copy writers, programmers, and architects only learn after putting in years of experience on the job.Michael Janda, owner of the Utah-based design firm Riser, uses humor to dispense nugget after nugget of hard-won advice collected over the last decade from the personal successes and failures he has faced running his own agency. In this surprisingly funny, but incredibly practical advice guide, Janda's advice on teamwork and collaboration, relationship building, managing clients, bidding work, production processes, and more will resonate with creative professionals of all stripes.

Objects of Desire: Design and Society Since 1750


Adrian Forty - 1986
    The argument is illustrated with examples ranging from penknives to computers and from sewing machines to railway carriages. In opening up new ways of appraising the man-made world around us, Objects of Desire is required reading for anyone who has any involvement with design and a revealing document about our society.

Sketching: Drawing Techniques for Product Designers


Koos Eissen - 2008
    It goes without saying that the book is suited for the classroom, but every design studio will also find this manual an asset, because in spite of the ascendancy of the computer, hand-drawn sketches are still a very much used.

Ogilvy on Advertising


David Ogilvy - 1983
    223 photos.

How to Architect


Doug Patt - 2012
    Changing the function of a word, or a room, can produce surprise and meaning. In How to Architect, Patt--an architect and the creator of a series of wildly popular online videos about architecture--presents the basics of architecture in A-Z form, starting with A is for Asymmetry (as seen in Chartres Cathedral and Frank Gehry), detouring through N is for Narrative, and ending with Z is for Zeal (a quality that successful architects tend to have, even in fiction--see The Fountainhead's architect-hero Howard Roark.)How to Architect is a book to guide you on the road to architecture. If you are just starting on that journey or thinking about becoming an architect, it is a place to begin. If you are already an architect and want to remind yourself of what drew you to the profession, it is a book of affirmation. And if you are just curious about what goes into the design and construction of buildings, this book tells you how architects think. Patt introduces each entry with a hand-drawn letter, and accompanies the text with illustrations that illuminate the concept discussed: a fallen Humpty Dumpty illustrates the perils of fragile egos; photographs of an X-Acto knife and other hand tools remind us of architecture's nondigital origins.How to Architect offers encouragement to aspiring architects but also mounts a defense of architecture as a profession--by calling out a defiant verb: architect!